I'm very interested in this as well. The only thing preventing me from using AGS is not having an OSX engine that works on modern versions. Thanks for following up on it.
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<Header>
word version (6)
string SpriteFileSig (" Sprite File ")
byte Compressed (1 or 0)
long SpriteFileIDCheck
word Index of Last Sprite (Number of Sprites -1)
<Sprite Header>
word bpss (Bytes per Color)
word Sprite Width
word Sprite Height
<Compressed>
long Length
byte Array of bytes of Length in size
<Uncompressed>
byte Array of bytes of bpss * Sprite Width * Sprite Height (Could be word or long depending on Color depth)
Quote from: Edmundito on Thu 12/05/2011 05:58:13
Do you believe in magic?
Quote from: ProgZmax on Thu 10/03/2011 05:34:01
Also, I'm sure mac users would love regular, up-to-date builds of the editor. Sure it's work, but to call it silly?
Quote from: timofonic on Tue 01/03/2011 00:59:53
Well, that's just an obfuscation way and also avoids using the games in a portable way. It could be better for users to find a multiplatform solution, based on encrypting the game files. It's a problem to the user, similar to other kinds of DRM
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